Fixed OversimplifiedJS's DoFirst() function not running on GameObject creation.

This commit is contained in:
Robbie Antenesse 2016-04-16 15:39:22 -06:00
parent 5daacc2771
commit 2dfd594cb0
1 changed files with 14 additions and 0 deletions

View File

@ -623,6 +623,7 @@ Oversimplified.GameObject = function (name, options) {// x, y, imageSrc, maskIma
var self = this; var self = this;
this.self = self; this.self = self;
this.doFirstHasRun = false;
//Required Options //Required Options
this.name = name; this.name = name;
@ -795,6 +796,11 @@ Oversimplified.GameObject.prototype.Update = function () {
this.screenY = this.y - Oversimplified.camera.y; this.screenY = this.y - Oversimplified.camera.y;
this.xPrevious = this.x; this.xPrevious = this.x;
this.yPrevious = this.y; this.yPrevious = this.y;
if (!this.doFirstHasRun) {
this.DoFirst();
this.doFirstHasRun = true;
}
this.BeforeDo(); this.BeforeDo();
this.Do(); this.Do();
@ -1159,6 +1165,10 @@ Oversimplified.Sound.prototype.Play = function () {
this.element.volume = Oversimplified.Settings.soundVolume; this.element.volume = Oversimplified.Settings.soundVolume;
this.element.play(); this.element.play();
} }
Oversimplified.Sound.prototype.Stop = function () {
this.element.pause();
this.element.currentTime = 0;
}
Oversimplified.Sound.prototype.IsPlaying = function () { Oversimplified.Sound.prototype.IsPlaying = function () {
return !this.element.paused && !this.element.ended && 0 < this.element.currentTime; return !this.element.paused && !this.element.ended && 0 < this.element.currentTime;
} }
@ -1203,6 +1213,10 @@ Oversimplified.Tune.prototype.Play = function () {
this.element.loop = true; this.element.loop = true;
this.element.play(); this.element.play();
} }
Oversimplified.Tune.prototype.Stop = function () {
this.element.pause();
this.element.currentTime = 0;
}
Oversimplified.Tune.prototype.CheckLoop = function () { Oversimplified.Tune.prototype.CheckLoop = function () {
if (this.duration < this.element.duration) { if (this.duration < this.element.duration) {
if (this.element.currentTime > this.duration) { if (this.element.currentTime > this.duration) {